///////////////////////////////////////////////////////////////////// // Created by Dan Andersson 2013 ///////////////////////////////////////////////////////////////////// #include "Box.h" #include "Collision.h" using namespace ::Oyster::Collision; using namespace ::Oyster::Math; Box::Box( ) : ICollideable(ICollideable::Box), orientation(Float4x4::identity), boundingOffset() {} Box::Box( const Box &box ) : ICollideable(ICollideable::Box), orientation(box.orientation), boundingOffset(box.boundingOffset) { this->orientation = box.orientation; } Box::Box( const Float4x4 &o, const Float3 &s ) : ICollideable(ICollideable::Box), orientation(o), boundingOffset(s*0.5) { this->orientation = o; } Box::~Box( ) { /*Nothing needs to be done here*/ } Box & Box::operator = ( const Box &box ) { this->orientation = box.orientation; this->boundingOffset = box.boundingOffset; return *this; } ICollideable* Box::clone( ) const { return new Box( *this ); } bool Box::Intersects( const ICollideable *target ) const { switch( target->type ) { case ICollideable::Point: return Utility::intersect( *this, *(Collision::Point*)target ); case ICollideable::Ray: return Utility::intersect( *this, *(Collision::Ray*)target, ((Collision::Ray*)target)->collisionDistance ); case ICollideable::Sphere: return Utility::intersect( *this, *(Collision::Sphere*)target ); case ICollideable::Plane: return Utility::intersect( *this, *(Collision::Plane*)target ); case ICollideable::Triangle: return false; // TODO case ICollideable::BoxAxisAligned: return Utility::intersect( *this, *(Collision::BoxAxisAligned*)target ); case ICollideable::Box: return Utility::intersect( *this, *(Collision::Box*)target ); case ICollideable::Frustrum: return false; // TODO default: return false; } } bool Box::Contains( const ICollideable *target ) const { switch( target->type ) { case ICollideable::Point: return Utility::intersect( *this, *(Collision::Point*)target ); case ICollideable::Sphere: return false; // TODO case ICollideable::Triangle: return false; // TODO case ICollideable::BoxAxisAligned: return false; // TODO case ICollideable::Box: return false; // TODO case ICollideable::Frustrum: return false; // TODO default: return false; } } ICollideable::State Box::Advanced( const ICollideable *target ) const { return ICollideable::Missed; } //Not supported returns 0